Search found 56 matches
- Mon Nov 18, 2024 10:28 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 144
- Views: 9737
Re: Ability to craft lower quality with higher quality
Sounds about right. Same way productivity is the same, however you distribute it. Except in the costs of the modules themselves, so certain steps are better. Not quite. Unlike with productivity, you can take quality a step further by having parallel production chains with quality modules that kick ...
- Sun Nov 10, 2024 9:22 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 144
- Views: 9737
- Sun Nov 10, 2024 7:18 pm
- Forum: Ideas and Suggestions
- Topic: Allow Quality Downgrade
- Replies: 30
- Views: 1942
Re: Allow Quality Downgrade
I'm confused. First, on the realism: you can't put a lower end processor in a higher-grade computer. If my i9 goes out, I can't just get a cheaper i7 to replace it with willy-nilly. That's how quality works--you're not trying to use a shiny electronics circuit in place of a dull one, you're trying ...
- Wed Nov 06, 2024 9:51 pm
- Forum: Ideas and Suggestions
- Topic: Allow Quality Downgrade
- Replies: 30
- Views: 1942
Re: Allow Quality Downgrade
You're not actually making it worse, just pretending its worse for the sake of shoving it into lower-quality recipes. That's why I've used "down-binning" instead of "down-grading" when talking about this subject. But, requiring the player to explicitly and deliberately lose an it...
- Fri Nov 01, 2024 7:24 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 144
- Views: 9737
Re: Ability to craft lower quality with higher quality
This is in practice worse then the current situation, because it will be way harder for players unfamiliar with the quality system to learn when they're using it wrong. Quality that mysteriously disappears is much harder to spot then quality that clogs up your production line. To clarify, I'm think...
- Fri Nov 01, 2024 5:15 pm
- Forum: Ideas and Suggestions
- Topic: Allow Quality Downgrade
- Replies: 30
- Views: 1942
Re: Allow Quality Downgrade
I've created a proof-of-concept mod that implements down-grading (down-binning) with chests and scripting.
- Fri Nov 01, 2024 5:08 pm
- Forum: Mods
- Topic: [MOD 2.0] Quality Down-Binning
- Replies: 0
- Views: 263
[MOD 2.0] Quality Down-Binning
https://mods.factorio.com/mod/quality-down-binning Trying for Rare's but getting your smelters clogged up with Uncommons, that you can't even throw into infinite technologies because you don't have an entire duplicate factory for Uncommon inputs? Then this mod is the solution for you! Take after the...
- Thu Oct 31, 2024 3:30 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 144
- Views: 9737
Re: Ability to craft lower quality with higher quality
Rather than allowing higher quality items as inputs, I think it would make more sense to be able to down- bin excess items of a given quality by turning them into a lower quality. This is directly analogous to how excess high-quality items are handled in real-world manufacturing, which is to simply ...
- Fri Sep 28, 2018 5:52 pm
- Forum: News
- Topic: Friday Facts #262 - Hello my name is: Compilatron
- Replies: 126
- Views: 57957
Re: Friday Facts #262 - Hello my name is: Compilatron
Another way the Compilatron helps us keep the immersion intact is as a plot agent. Currently campaign plot events just 'happen' when objectives are completed, or when characters internal monologue decides the next move. Now we can have Compilatron act as a driving force to the campaign, it gives th...
- Fri Mar 16, 2018 9:15 pm
- Forum: News
- Topic: Friday Facts #234 - Office pictures
- Replies: 79
- Views: 38535
Re: Friday Facts #234 - Office pictures
Holy frack, that commentator's new follower animation is obnoxious.
- Fri Feb 02, 2018 11:33 pm
- Forum: News
- Topic: Friday Facts #228 - High resolution turrets
- Replies: 135
- Views: 83976
Re: Friday Facts #228 - High resolution turrets
Wait - this update to lasers is potentially huge - will they deal their damage 'continuously' or still deal damage as more discrete pulses? If this becomes continuous, then laser shooting speed will go away and lasers will essentially no longer have any overkill, which is effectively a huge buff. T...
- Sat Nov 04, 2017 1:25 am
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 49181
Re: Friday Facts #215 - Multithreading issues
I feel like once the game is released, (and i know this has been mentioned before, but tentatively) the devs should really consider open sourcing the code. Because there are some very enthusiastic and talented people out here that might actually be able to take the time to go through and figure thi...
- Fri Aug 18, 2017 6:33 pm
- Forum: News
- Topic: Friday Facts #204 - Another day, another optimisation
- Replies: 93
- Views: 43750
Re: Friday Facts #204 - Another day, another optimisation
I'm surprised to. I'd have expected C++ to handle virtual function calls and inheritance at compile-time, but apparently things are setup so that some of the required class structure isn't known until run-time?pleegwat wrote:A linked list of multiply-inheriting classes? I'd have expected an array of structs.
- Sat Mar 11, 2017 5:04 am
- Forum: News
- Topic: Friday Facts #181 - Calm before the storm
- Replies: 77
- Views: 41481
Re: Friday Facts #181 - Calm before the storm
I reiterate my previous concern about the pump graphic redesign: by appearance, the new design makes them look like positive displacement pumps, but fluid mechanics currently treats them like centrifugal pumps. If you're going to combine the two, then the pump animation should at least slow down to ...
- Sun Feb 19, 2017 6:40 am
- Forum: News
- Topic: Friday Facts #178 - Minimal mode and Mini-tutorials
- Replies: 43
- Views: 25584
Re: Friday Facts #178 - Minimal mode and Mini-tutorials
Do mods have to be loaded at game start? I've always thought it would be nice if they could be selected and loaded on a per-save basis, so that you don't have to mess with files just to go from one multiplayer server to another.
- Sat Feb 11, 2017 3:00 pm
- Forum: News
- Topic: Friday Facts #177 - Difficulty settings
- Replies: 120
- Views: 56824
Re: Friday Facts #177 - Difficulty settings
I feel like 0.15 might be something like this: New gameplay features: 1200 programmer hours Troubleshooting those features: 2400 programmer hours Performance: 1000 programmer hours Misc. crash and hang bugs: 400 programmer hours HD textures: 0 programmer hours Speaker: 25 programmer minutes You peop...
- Mon Feb 06, 2017 4:01 am
- Forum: Releases
- Topic: Version 0.14.22
- Replies: 35
- Views: 43722
Re: Version 0.14.22
Seems to have gone away, even with the factory in high production. Β―\_(γ)_/Β―
- Sun Feb 05, 2017 1:01 am
- Forum: Releases
- Topic: Version 0.14.22
- Replies: 35
- Views: 43722
Re: Version 0.14.22
I seem to have some intermittent slowdowns that weren't happening before. Every so often, the game will slow down to about half speed for a second. I'm playing the same save as before, when this didn't happen. Also, before, my factory was running at full tilt. Right now, when these slowdowns are ha...
- Sat Feb 04, 2017 4:18 pm
- Forum: Releases
- Topic: Version 0.14.22
- Replies: 35
- Views: 43722
Re: Version 0.14.22
I seem to have some intermittent slowdowns that weren't happening before. Every so often, the game will slow down to about half speed for a second. I'm playing the same save as before, when this didn't happen. Also, before, my factory was running at full tilt. Right now, when these slowdowns are hap...
- Sat Feb 04, 2017 10:22 am
- Forum: News
- Topic: Friday Facts #176 - Belts optimization for 0.15
- Replies: 101
- Views: 51966
Re: Friday Facts #176 - Belts optimization for 0.15
Hope not. I don't want performance issues to be governing how factories look. Unfortunately, I feel like this game is always going to be CPU-bound, and there will always be strategies for players to reduce CPU. It's mostly a question of when the limit is reached. If 99% of players never have to thi...